6,082 research outputs found

    Media Communication, Consumption and Use: The Changing Role of the Designer

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    Consumers are changing the way in which they create, experience and consume media. User Generated Content (UGC) marks a shift in the way in which ordinary people are now able to contribute to the creation of media. They have become active citizens in what is now a two way conversation. The advent of UGC has created new challenges for communication designers who now need to take on the role of a facilitator in this process. The challenge for communication design is not only to identify appropriate methods for communication, but to understand how best to facilitate connections between users such that they create structures that they can inhabit. This paper explores the changing role of design in UGC rich media communication and presents a Decision Making Framework (DMF) that engages designers in the consideration of the user in the development process. In-depth interviews with leading industry proponents ensure currency of the insights gained. Keywords: Design Process, User Generated Content, Communication Design, Fraimwork</p

    How to choose and how to watch: an on-demand perspective on current TV practices

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    In Sweden, digital TV services have until very recently not been accessible to most people through the TV set. At the same time, TV channels offer more and more content on the web and the majority of the population has access to high-speed internet connections. A web survey aimed at investigating attitudes and behavior related to on-demand TV was distributed in December 2008 to 52 households in an experimental, open (operator neutral) access network in Sweden. Questions were posed on TV arrangements, habits and attitudes; social aspects of TV watching; watching film or TV on-demand; and watching film or TV using the computer. Complementary interviews were also performed with participants that were not part of the experimental environment. Results show that participants in the studies understood and felt a need for time-shift and on-demand TV services: time-shift needs for re-scheduling, catch-up and repeats were expressed as well as on-demand needs for movies and for accessing otherwise unavailable TV content. Support for on-demand TV could also be found in that subjects reported little need for viewing TV content according to a broadcast schedule, with the main exception of news, sports events and other live broadcasts

    Remembering today tomorrow: exploring the human-centred design of digital mementos

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    This paper describes two-part research exploring the context for and human-centred design of ‘digital mementos’, as an example of technology for reflection on personal experience(in this case, autobiographical memories). Field studies into families’ use of physical and digital objects for remembering provided a rich understanding of associated user needs and human values, and suggested properties for ‘digital mementos’ such as being ‘not like work’, discoverable and fun. In a subsequent design study, artefacts were devised to express these features and develop the understanding of needs and values further via discussion with groups of potential ‘users’. ‘Critical artefacts’(the products of Critical Design)were used to enable participants to envisage broader possibilities for social practices and applications of technology in the context of personal remembering, and thus to engage in the design of novel devices and systems relevant to their lives. Reflection was a common theme in the work, being what the digital mementos were designed to afford and the mechanism by which the design activity progressed. Ideas for digital mementos formed the output of this research and expressed the designer’s and researcher’s understanding of participants’ practices and needs, and the human values that underlie them and, in doing so, suggest devices and systems that go beyond usability to support a broader conception of human activity

    Teensites.com: A Field Guide to the New Digital Landscape

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    A 2001 report from the Center for Media Education, provided here as background to work produced by Kathryn Montgomery after coming to American University and CSM (see http://www.centerforsocialmedia.org/resources/publications/ecitizens/index2.htm -- Youth as E-Citizens'), surveys the burgeoning digital media culture directed at -- and in some cases created by -- teens.This report surveys the burgeoning new media culture directed at -- and in some cases created by -- teens. TeenSites.com -- A Field Guide to the New Digital Landscape examines the uniquely interactive nature of the new media, and explores the ways in which teens are at once shaping and being shaped by the electronic culture that surrounds them

    The World Wide Web as a vehicle for advertising movies to college students: an exploratory study

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    The purpose of this study is to explore the World Wide Web as a vehicle for advertising movies to college students. Through a survey of LSU students, this study finds that online promotions as vehicles for advertising movies have great potential. Movie promotion websites are rated the second most effective form of movie advertising after television. The study found that people surf movie promotion websites mainly for movie show times, movie plot and cast information to compare film choices, and movie ticket purchases. The huge amount of data available and the 24/7 access to the internet is an important advantage. However, even though the World Wide Web is a proving an excellent media vehicle for movie advertising, it is still too early to determine whether or not it will supplant TV advertising of movies in the near future

    "Hegelian Buddhist Hypertextual Media Inhabitation, or, Criticism in the Age of Electronic Immersion"

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    What can it mean to criticize when you are inside the work itself? In a immersive electronic or digital environment critic is not distanced on a platform based on firm principles. Yet criticism self-awareness and commentary remain possible. This essay examines various techniques for dealing with immersive environments critically

    On the design of television as a service based on average TV watching

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    Ten households were interviewed about their TV watching to inform the design of TV services. Our participants were average TV viewers who had Internet access but were not technically advanced or frequent users of the Internet as a source for TV material. We found that the flow of programs that broadcast television brings to viewers was the most important motivation for our participants to turn to the TV on-demand possibilities they had access to. Examples of triggers were social cues from people talking about things seen on TV, or time-shifting issues such as missing all or part of programs in the broadcast flow. Special interests such as sports were also a strong motivation for on-demand behavior. For the viewers, linear and on-demand TV watching was intertwined. We conclude that on-demand services should be integrated with broadcast TV in the design of future TV services

    Interactive television: advancing television through integrated technology

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    Television has been struggling to find its position in the evolving world of media. It remains mostly one directional output of content and it needs to fit into a world where people are growing to expect more and more interactivity in their experience. Adding a dense component of interactive options into the television experience could cater to revitalizing this centerpiece of entertainment and sustain its dominant place in our households’ entertainment center. There is a vast array of technology that has arisen that television could easily play off of and integrate into the main experience to revitalize itself. The goal of this thesis is to entice individuals to re-evaluate their relationship and experience with television as it currently operates. Presenting them with even a small variety of examples where other functions could be implemented could intrigue them enough to invest into considering deeper potential to the medium. The motion pieces serve as viral spots to garnish interest and get people to read the text portion and hopefully stimulate thought as to what they would like to be able to do with television
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